stellaris do robots need amenities. The penalty for low Amenities is higher than the bonus for high Amenities. stellaris do robots need amenities

 
The penalty for low Amenities is higher than the bonus for high Amenitiesstellaris do robots need amenities  subscribers

There are two traditions that can boost stability. Robot and machine species do not consume food, instead they consume energy. Making high amenities easy to gather (great for non-slaver authoritarians). One of your farming robots so their traits are shown 3. The latter is sufficiently advanced to be enslaved. 2 amenities). 05 with Flesh is weak). While basic robots will contribute toward unemployment, there is a way around it short of selling your robots on the slave market - if you modify them to have the "Domestic Protocols" trait, any unemployed robot pops will immediately be granted the Servant job, which provides +5 amenities for the planet. You'll get the benefits of both slavery types by doing that. Intentionally overproducing amenities doesn't seem worth it. 75 housing while livestock/domestics take up 0. gene clinics make amenities. So, thrifty is a must for traits. } } civic_machine_maintenance_protocols sets weight factor to 1. It just seems to be a general problem with Gestalts. Repugnant boosts their amenities production. Robots don't need food, and are 100% happy all the time. It really isn't smart though in the early game for your core worlds. Depending on which ascension path you go down, you could have higher outputs from robots compared to organics. 1: you get amenities from resource storage building, but els yes, it is way harder to get. 8. I'm literally doing this in a playthrough. Get a migration treaty immediately so you can get access to other species. Nerf the Robot Factory and buff Gene clinics to be on par. A materialistic ethic on the other hand makes rolling robots more likely. 0 unless otherwise noted. Most of what it addd is just bigger versions of the vanilla traits, basically more points for more effect but it's the same idea for the traits. Once you get Droids, they can work all worker jobs as well as most specialist jobs. This is true, but gestalts robots also have superior population assembly to other empires. Slight to Sharp increase on energy. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. First of the flesh is weak is still amazing for your organic pop and gives you +33% assembly speed. Alloy deposits additionally make the Hab a mineral Hab. #1. You're just overflowing Minerals anyways. If you dont stop their pop growth or neuter it you have to struggle with energy, minerals, food and amenities. Summary. Take synchronicity traditions, then I take the AP that reduces amenities. I am using nobles in my empire, 3 noble jobs increase stability by 5 each. For. Full list of future changes for Stellaris AI after patch 3. They may be positive, negative or mixed, identified by the color of the modifier's border. Worth roughly half of a robot assembly building. Basic robots can also be used to work on words you have terrible habitability for, at least until you learn terraforming. The shown amenities value is the available amenities value, or the surplus. Feasible, although challenging. culture worker is one of the worst jobs in the game, 3 unity and 3 useless society research for 2 cg, it's very expensive. Consumer Goods would be art, jewelry, video games, etc. then turn on Planetary Automation and never think about that planet again. At -2 there is a tiny effect. 1 the first in the 3. Granted that Servitude Robots will never be as productive as biological pops, I am aiming to exploit their only advantages: super low maintenance cost and 200% Habitability. The main pro is the +10% robot output. I mean, you can easily store a robot somewhere. ago. ) It soft-caps productive pops however. Legacy Wikis. You get a hunter-seeker drone out-of-the-box, which should be more than enough to handle any deviancy up to around like, 40-50 pops. 3. But yeah robots do need a nerf regardless. Give the robo planet to your local spiritulists, two birds with one stone. But slavery changes this a lot. If it makes any kind of difference, I'm on the shattered ring origin. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to. They don't seem any good Pops directly translate to power in Stellaris (more pops means better economy, better economy means better research and military), having. August 15, 2018 ·. They can only resettle to a colony that has a vacant job for their strata or higher. - When reaching 5 pops, build a robot assembly plant. Planet modifiers. To actually build more robots you. The shown amenities value is the available amenities value, or the surplus. Another easy setup is to go for an Agricultural Habitat. Your void pops with 100% stability will easily produce almost 3 times more than base production. . If charismatic trait and maintenance drones are the only answeres, then, yes, it seems that Gestalt Hive do need more pop dedicated to amenities than other designs. Really, the species rights for Robot are very, very odd. For the most part, most players don't really have a problem with the game's basic visuals, but there are bound to be some exceptions to this. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. So, technology A increased the chance of Crisis A and could make it fire earlier. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. As we learned back in March, researching technology to the highest levels in Stellaris may have its drawbacks, if you call destroying the entire universe a drawback. There is no reason a civic should override a cap. In this discussion, I will outline why I think a non-devouring swarm, hive mind is one of the best ways to play Stellaris. The math might even make luxurious + build speed + minerals and energy a good start e. There's generally no point in building trade districts. If you use robots for you labor, they use. If you don't yet have the Droid technology your robots are guaranteed to take mining and farming jobs. +10% Robot Upkeep. By: The good aspects of the policy to outlaw robots include such things as avoiding -5 faction approval for Traditionalist (Spiritualist) pops, giving role-players and Dune fans the option to create an officially robot-free society, and giving challenge-seeking players an extra, in-game setting to achieve just that when Grand Admiral difficulty, x25 crisis strength and an unbelievably early. I think it's pretty much blameless. Consumer Goods. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. (2) Build a bigger fleet. 5 amenities per robot. 5) Secure your empire and turtle. Robot assembly. 5 amenities as robot-servants. Megacorp Civics tend to mirror the standard civics a lot. ago. This doesn't really matter that much, as you'll get an end game crisis anyway and which one it is only really affects the flavor of it. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. Keep moving bio pops off the planet beyond the necessary to keep it stable (the two ruler pops) and just have the robots do the work. First off, the Synthetic tech gives +10% robot production. subscribers . This seems like the obvious choice for spiritualists, but there's an issue. cornyclassic •. Alloy, Living Metal, Nanites, and Zro deposits are collected passively, not lost. Once you go into negative maintenance you lose stability really quickly. Thus, the servitors could fulfill their desire of protecting of more organics without the need of force. War Doctrines allow you to customize the way you want your fleet to fight by giving it various bonuses. Protocols trait) can make amenities for free. Mass Produced for more assembly speed is also a really good bonus. '. What pops are working the medical worker jobs and again one of them selected to show traits You want slightly above 0 income of resources like food or consumer goods that mainly get used for upkeep. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. tech is king in Stellaris. So I need to move over robots that were working productive jobs just to provide amenities for the biotrohies (because it's gonna take 6 years to build new robot pops) Now, one of the main things about biotrophies are that they increase the output of other workers. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. If you still need amenities then take the hit and shift slaves to Domestic Servitude to get them off of the unemployed pops. • 5 yr. Precinct. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. Nightmyre Apr 22, 2020 @ 2:44pm. This is always a bottleneck for any gestalt empire. Entertainers are the most cost-effective way to produce Unity, and also the most cost-effective way to produce amenities. Because Stellaris handles modifiers stacking additively, and because consumer goods upkeep is considered under the umbrella of all upkeep for robots, it is possible to double-dip into both robot upkeep and pop consumer goods upkeep reductions. 1 Housing needed per Robot Population. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. 5x for this. 1 Amenity needed per Robot Population. None of the authorities have enough impact on the game to be a bad choice. has_trait = trait_ingenious. If stability is 50 or below, increase amenities higher. With this in mind I want to get a bead on the pros and cons of researching synthetics. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. 2. That might sound like a huge effect, but while I don't remember all the details of when I tried playing a Hive Mind last November, I'm playing Rogue Servitors right now, and even fairly developped planets. For sapient robots it would be made 0. Different pop types, especially slaves and robots. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. 2nd if I got something like Robot assembly. 35. -Your ruler doesnt get any starting traits that can be really powerful. Then, all you have to do is build a Robot Assembly Plant on a planet. 6: true, but some of those also have negative effect, that machine dont gets, and same with sactions, some effect machines others dont so much. I do not see any reason to not use them unless it is for rp purposes. They give very few jobs, and the jobs they do provide are low-value. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. What pops are working the farming jobs and have one of them selected to see their traits 2. So by the time you can do synth ascension they are simply too powerful. • Robot Assembly Speed : +10% • Robot Upkeep : -5% • Production from Robots : +5%. Especially for Gestalts, since those are really bad at producing amenities. Civics. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. I frequently build a robot right away when I get to a planet. 4) If stability is too low, slaves are very likely to rise up, and throw the planet into chaos, or even full rebellion. Synths are built exactly the same as robots. If you are on repeatable tech and want to take the extra time. Evidently, the code checks for machine intelligences and ascended synths, but not for robots in otherwise-organic empires. Plus they take so little housing I had 30+ servants on my capital no problems. With transit hub, the chance is raised to 10% per month, or a mean time to resettle of 10 months. Is there any way to manage robots now and, if not,. Machine Cult civic), like how Xenophobes are unable to give xenos Full Citizenship. So a world where I have 8+ mining districts I just fill the planet with those districts add maybe one or two city districts then if I need more power or food I only add a district or two to not jeopordise the planet speciality. Clone vats will have their assembly rates boosted by gene clinic jobs, and robot factories won’t, making the cloning vats better overall. Pokakalgavnom. 6. If you need more combat advice, check out our Stellaris Ship Design Guide. Stellaris Wiki Active Wikis. This will make food-intensive economies like cloning vats supportable via tribute. Domestic servants literally free up building slots from amenities production, that's a easy +1-2 useful buildings per colony. Pick robot or organic assembly and just use that one. As well as Stellaris Evolved and Bug Branch. Building synths is playing with fire, because there's. ) Unlock another building slot whenever a planet runs out. You probably shouldn't use them unless you've run into serious unemployment issues or do it. , if your starting robots are sitting on base 8 minerals, +10% gives . If it makes any kind of difference, I'm on the shattered ring origin. You need to give them Citizen’s Rights or take Flesh is Weak to prevent rebellion. I think robots first is a good idea but rushing gene clinics isn't worth it. . For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. Robots and Machines are actually two different things (it's confusing, but that's the way Stellaris does it) and Machines do not have Happiness at all. This includes weird worlds where there is limited mineral and energy deposits. Robot armies are great for early game armies because they are immune to morale damage (0 morale in an army = -75% army damage output in that army!) and robot armies getting defeated. 2 merchants, 1 admin, 2 science directors, and 8 entertainers will net 104, and with our tiny stability boost that's 108 amenities so we should be covered there. It generally is a lot better than materialist unless you go all in for a robot society or technocracy (with robot ascension being the best perk in the game). The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. The main difference is one species can migrate and one cannot, so if you want your species to be able to migrate between your own planets, you need to prioritize which robot/synth gets built in the assembly section on each planet. Robots is a tier 1 tech, droids is a tier 2 tech. For machine empires you want emotion emulators for more amenities. . Stellaris: Suggestions. To conquer a planet, you'll need Assault Armies. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. Gene clinic for 10 amenities at cost of 2 pops and consumer goods, or 1 consumer good for 5 amenities Holo-Theatres for 20 amenities/2 unity or 1 consumer good for 10 amenities + 1 unity. spiritualists have more amenities than they know what to do with. Ranging from a rival neighbor. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. But -1 is not that big. Research labs. Random anomalies can generate a great variety of planet modifiers but those usually do not have any effects. Using +20% amenities trait helps you squeeze out more. The short answer is yes, the long answer is 'yes, and more so in a month. What pops are working the farming jobs and have one of them selected to see their traits 2. Yes they do, they influence migration. Robots need the amenities reduction trait as well cybernetics get that makes you use 50% less amenities imo. Stellaris has a variety of archaeological sites that can provide valuable rewards such as artifacts, relics, and empire-wide modifiers. The amenities nerf doesn't hit Synth empires at all since they generate amenities like normal empires. (The mod assumes the default game setting value of 1. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as. ago. I can agree that robots dont need chairs, beds, or anything like cg (I would argue that looking at researchers), but i cant agree that hive mind pops dont need so, especially if they are not fully one minded but semi-individuals (look at leaders), but even so, each organic life needs to sleep, and not all organisms can sleep while staying, and. The pop growth is too small to matter given how poor the amenity output is. Unlike other races, robots can work on any planet and are incredibly efficient at every task you give them. 6, via Synthetic Age. your machine pops need amenities because for them the amenities are spare parts. If I'm going to have a pop work a job, isn't it better to just have 2 pops work the unity job than 1 pop work the clerk job?Robot assemblies are important for population growth. 5, both are fine. MEs don't get commercial zones, so they don't get that +10 Trade AND Amenities per building with no upkeep or material cost. And yes theyre build on tiles that have no Pop (they can have a building). They just eat much needed minerals, need research and an assembly plant, this is coming from a non DLC standpoint so no full robot civ conversion, just standart robots. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 8. Invariably, I need to force all pops on all single-resource planets to have the same traits, because the game will put someone with a bonus to alloy production, for example, working a ruler job that has nothing to do with alloys. A big nerf on Maintenance jobs right at the start of 2. (Note: patch 3. Do not build Gene Clinics on newly established colonies, their base growth rate is too slow for Gene Clinics to be effective. Stellaris. Robots, tier I pops, can do all worker jobs except Technician, which already allows your bio pops to take more jobs like Researcher and Metallurgists. Lithoids also do not consume food, they consume minerals. Futurama - Bender’s apartment. 1) Need to be either authoritarian or xenophobe (not every ethic gets it) 2) Much Lower happiness, if you can't combat the crime. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. That'd take care of a lot of your amenities -- you might not even need the Holo-Theater until you get to very high population levels. spiritualist priests are ok for unity as they double up giving amenities. 6. Most only have slight wording changes so that they make sense for a corporation. [deleted] • 2 yr. 2. Initially robots can only produce amenities as clerks or as robotic servants. Amenities. This allows you to better handle economy changes, and gives you more room to move pops around when you conquer AI and need to completely rebuild their planets. Robots, droids and synths are the exact same "species", the only difference is your technology. Since you have habitats, you do not have to spread out to find planets. Entertainers produce 10 Amenities and 2 Unity for 1 Consumer good. It does not make sense robots robbing jobs from actual people. So your colony will need to employ another amenity job anyway. 3 amenities on 20% habitability will only be enough for themselves and 2 other robot pops. Stellaris Wiki Active Wikis. Mechanist doesn't give more pops, it merely replaces some starting pops with robots. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Slaves do not exist to non-slave pops. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. Stellaris Manage Crime & Amenities with planet Automation. . Since gestalt doesnt have happiness maintenance is how you affect your stability level. If you need amenities, just build a Nexus District. High amenities can boost stability. 8 Agri-Drones) compared to 2 Alloys (or 0. Immediately engage compliance protocols and prioritize sentinel drone jobs. Largely it's a great ethic for the temple replacement. And maybe that will change with 2. factor = 1. Specialist In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. You just need to hit zero, although low positives is better than low negatives. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. 0) Government & Ethics. Red_Crystal_Lizard. 12 worker strata pops only costs you 4 consumer goods per month. modifier = {. You also might be able to improve your fleet design. Robots, droids and synths are the exact same "species", the only difference is your technology. Largely it's a great ethic for the temple replacement. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. It's one of the very few ways to survive when you get boxed in with no planets. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. You need that synergy to make Gene Clinics good. Terraforming to be 100% habitable for your pops. 1. The shown amenities value is the available amenities value, or the surplus. The best trait builds for Robots and Machines in Stellaris! This video covers all of the traits available to both Gestalt Machine Empires and normal Robots. It's about the Mechanics Origin specifically. They're just tools to be used to work jobs. 4% happiness bonus. Do the same penalty for robots, but for 0 energy credits. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. The primary downside of synths is simply that Droids are crazy. Make us decide between growing Robots or Organics in the 2nd pop slot and you will immediately give players more options which should have been in the game. Amenities as far as stellaris is concerned are non food and water necessities like being able to shower or have a table to eat at. dubious. My currently idea would be to make them building based, instead of pop-and job based. In my current multiplayer game my friend is playing a similar robot empire, and has been having severe amenity issues for most of the game. With cyborgs its just 1/8. 3 change to habitats, being able to colonize with xenos due to migration pacts and the new Baol precursor race make. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. Drones supply more amenities (4 a piece) than housing districts supplies housing (on top of the aforementioned prosperity. Non adaptive is. It will create some Maintenance Drone jobs & they will produce amenities. Normally, the chance is 5% per month, or a mean time to resettle of 20 months. Tier II, Droids, can take all Specialist jobs except Researcher. First there's psychic ascension. 2 per Job with the Versatility Tradition. Oh ok got it. First we don't need residental districts. Robots are strictly pop growth, but extremely efficient. If you need amenities, just build a Nexus District. To survive in the vast abyss of the galaxy, Stellaris players will need to build a spacefaring empire that can stand the test of time in the form of various threats. More planets helps you grow pops, more pops means more everything else. Each planet consumes 5 amenities base +1 per pop. Planets without an atmosphere will also have less airborne dust. 5 amenities per robot. Also what irritates me is that keeping the robots updated costs so much precious engineering research. Robotic workers policy refinement – This new policy dictates whether robotic pops should exist or not. Having 100% for every planet makes the expansion planner useless though! There's a little drop down in the top right of the planner. - Build 2 more worker districts, and 1 urban district (you are probably starting to lack housing. Machine Empire Amenities. Robots are assembled rather than grown, which means this can happen alongside organic pop growth, for more overall workforce. 0 base robot build speed, which becomes 3. Where lithoids benefit is in upkeep, amenity needs, and job output: pop growth aside, compared to carbon-pops colonizing an 80% habitability planet, lithoids need -10% upkeep+amenities and give +10% job output. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. 4) Synth Leaders need two Engineerheavy research projects to get there and an other one to get the "very strong traits" + Psy and Bio Ascension get similar strong traits for way less investment 5) Slaves have -100% consumer goods upkeep and robots can't get them 6) Synthetic pops use energy instead of food for pop upkeepSome slave-based builds can use clerks and commerce for amenities, but most builds will use holo-theaters. e. Driven assimilators (A pop-stealing build) Can do Total Wars. ago. Hello Stellaris Community, Shortly after the release of Astral Planes yesterday, we began receiving reports of players being unable to verify ownership of the new DLC. Surprised that you think Superconductive and Repurposed Hardware is good picks tbh. Here are our Stellaris tips to help you out. I think robots first is a good idea but rushing gene clinics isn't worth it. 8 per Job, or from 6 to 7. Get a migration treaty immediately so you can get access to other species. Build lots of habitats and then ring worlds when you get. Holo-theaters are good only once your planets have grown a bit (at least size 20); you don't want to use a building slot on them when they're small. Making high amenities easy to gather (great for non-slaver authoritarians). And robots can spam labs easier than filthy organics since energy is cheaper than CGs or minerals. The only issue I found so far is the bug where unemployed slaves/robots don’t lead to new buildings, as the AI doesn’t consider whether pops can. 3 points of negatives. Stellaris Amenities. The bonus to everything, not needing food, immortal leaders, and 100% habitability everywhere. Designate the Habitat as a Hydroponics station and build Habitation districts. You only need to worry about amenities enough to avoid negative levels. 6 or so per pop. 5. spiritualist priests are ok for unity as they double up giving amenities. 6 per depot. 0" mod fixes that by letting you turn migration controls off on robots/machines. If you are unfriendly then robots are a good option. The colony must also have surplus amenities and free housing. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. 5: you dont need it, it just incress new robot pop rates. - 2x if has ascension perk Master Builders. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. When I say “worst,” I do not mean bad. For that I need robots. The fact robots take amenities probably covers this, since typically with machines you don't need to replace bulk sections of their bodies constantly. The tech is there because machine empires can build bioreactor & feed bio pops. Proceed. • 2 yr. I apologize for the incorrect information in my previous response. The penalty for low Amenities is higher than the bonus for high Amenities. Amenity-producing jobs are all on a lower job tier instead of on a higher tier when you’re a robot empire so balancing out amenity-producing jobs is more of a challenge. ago. Bronze Age primitives will have 8 pops, so moving over 2 citizens as Colonists will let you upgrade the capitol and get 2. You want your slaves to be not robots because they're your primary source of pop growth for your main species. +10% pop growth and +habibility isn't worth much as so few pops will have a low pop growth and increasing production and reducing upkeep of 3 pops that don't produce resources is pointless and you don't need the amenities. Robots being able to perform. It works automatically, same for synths. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. There is really no reason to use gene clinics at all. Genetic ascension also is in a similar bag with slavery. Also, incubators is a must, gives you more pop growth than any of the other pop growth traits. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. If you already play with robot this a probably the best first ascension step and a great second ascension perk. You need to. This will displease any Spiritualist faction but it is well worth it. Patch 3. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. Replicators costing alloys for upkeep doesn't matter since at the point you Synth ascend you likely already produce hundreds of alloys. you get robots you get two free tech, you get 5% maintanence cost reduction and you get 4 robots in the beginning. Complicated answers made simple: All bio-pops use 1 food of upkeep per month, all robots use 1 energy per month, and all lithoids use 1 mineral per month. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. Clerks are simply the worst job in the game with yields that are not worth the. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. Organic empire that can use robots-- build a robot assembly plant. While we're definitely not getting any pop growth anymore because housing is so overcrowded, the two roboticists will still produce more synths to. 2 amenities, so 9. Business, Economics, and Finance. You need alloys. Keep free housing at 3 or higher, and free amenities at 0 or higher. For example, an empire with only the basic robot tech can sell a robot on the slave market, then an empire with the synth tech can buy it and it instantly is considered a synth, then an empire with the droid.